OpenArena / engine

OpenArena modifications to the ioquake3 engine
http://openarena.ws
GNU General Public License v2.0
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Trying update to leileilol's master branch #1

Closed mikiZX closed 9 years ago

leilei- commented 8 years ago

Hi.

Does this introduce any crashes? The last time I tried your tree I had crashes relating to some option being turned off. Maybe multitexture?

Keep in mind I intend to support some very early 3d hardware with renderer_oa (3dfx Voodoo et al), regressing these would make me cry. :'(

would also be effective if, all this new glsl stuff could be ifdef'd or cvar'd. One reason i'm using GLSL is to make the game appear older and it'd be good if there were still the half-GLSL path (fixed function shaders with glsl on top of them) maintained like it is now.

mikiZX commented 8 years ago

Hi, this would be work in progress. I think all the memory leaks are cleared or will clear them before posting final version. What I was trying to do when creating this request (being n00by to Git) is pull your changes to my branch. I managed to get your changes after by installing the Git command line tools. My progress on the source is very slow as you know but when I get to it I will isolate the glsl source with ifdef. I hope working on it over next two weeks in fact (hence my attempt at updating my branch). As for crashes, I had none but would think that multitexturing crash would happen on earlier video cards and the one I have is quite recent. If there is more info you could provide relating to the crash - provided it happens again? But certainly a better thing to do for the moment is to please wait until I get to v1.0 with the glsl changes - once the final version posted I'll do my best to clear any errors that remain. I hope having it ready by end of this month - otherwise it will again have to wait colder days towards end of the year.

leilei- commented 8 years ago

thats okay. I'm very slow with source lately too :)

The onyl change in the tree locally on my hard drive since is a bad attempt to hack in fixed function celshading (As in bring backface outlines and a shader pass)

mikiZX commented 8 years ago

Hi, just an update.. I only managed to do one third of what needs doing. I'll try to clean the source and post the changes this week. Do you agree I remove all the 'variable defined/set but not used' warning messages that appear when compiling renderer? I think it will make the compilation a little easier to follow.

leilei- commented 8 years ago

Sure. I was trying to do that in the last few commits on some of the tr_ files but couldn't find the time to dedicate to fixing scrapped variables I used to scratch on for figuring out implementations.

mikiZX commented 8 years ago

hi, I've uploaded my latest changes. Not all the warnings were removed from the renderer_oa compilation process but a majority (leaving the unused variables commented out where it appeared they could be useful in future dev). Next I'll try fixing the rotation/motion blur variables for postprocessing, make sure the normals/tangent&binormals are calculated correctly,doublecheck the light calculation on players/entities and check the postprocess_multipart does not do a buffer overflow. Probably few other things that will need fixing will surface in the process. I'll can also try embedding the generic program to the source so you can test it as well. Which reminds me that now if glsl is selected the dynamic lights / lightmap overlay is not drawn as the generic program lights the polygons around the light more-less correctly. the more-less because it fails to light correctly some less used Q3 shaders (mainly one on sleekgrinder map). One of the things you will probably want to check and fix to suit your requrements is the bloom file - where the glsl program is fed the variables, as now as I've put it, it will exit that part if vertex shaders are not used (and I think some of your effects do not need the glsl to work?;so should be ran anyways and now they are not). If this is too complicated please just restore that part to your version (or reject my changes there - if possibly with git) and I will work with that. Once all in place I'll make a small demo map again but for the moment that seems will happen earliest end of this year (the source and glsl should be fixed well before I hope).

------ Original Message ------ From: "leilei-" notifications@github.com To: "OpenArena/engine" engine@noreply.github.com Cc: "oahitchhiker" miki@timeisfire.com Sent: 8/31/2015 1:04:19 AM Subject: Re: [engine] Trying update to leileilol's master branch (#1)

Sure. I was trying to do that in the last few commits on some of the tr_ files but couldn't find the time to dedicate to fixing scrapped variables I used to scratch on for figuring out implementations.

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